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Animation help


Midnight Special
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Midnight Special

Hi guys...I coded and animation in my mod but when CJ does that animation he do the animation very very short! why the hell suicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gif i tried few things but nothing whatsthat.gif can someone give me the code or explain how to change the animation duration? sad.gif

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Midnight Special
Post the script.

okay:

 

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE' :BOMB_BRIEFCASE_190001: wait 0 ms 00D6: if and0AB0:   key_pressed 16 0AB0:   key_pressed 9 8449:   not actor $PLAYER_ACTOR in_a_car 847A:   not actor $PLAYER_ACTOR driving_bike 84A7:   not actor $PLAYER_ACTOR driving_boat 84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 84A9:   not actor $PLAYER_ACTOR driving_heli 004D: jump_if_false @BOMB_BRIEFCASE_19 0002: jump @BOMB_BRIEFCASE_74 :BOMB_BRIEFCASE_740001: wait 0 ms 04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT" 0247: load_model 1210 038B: load_requested_models 0247: load_model #BULLET0247: load model #MINIGUN 0001: wait 0 ms 00D6: if and0248:   model #BULLET available0248:   model #MINIGUN available 0248:   model 1210 available 04EE:   animation "BOMBER" loaded04EE:   animation "COP_AMBIENT" loaded 004D: jump_if_false @BOMB_BRIEFCASE_74 0107: $BOMB = create_object 1210 at 0.0 0.0 0.0 0382: set_object $BOMB collision_detection 0 0004: $TIMER = 10000 014E: set_timer_to $TIMER type 1 // global_variable 0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable 0001: wait 0 ms 0396: pause_timer 1 070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time 2666 // versionA 04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.1 0001: wait 1666 ms 0108: destroy_object $BOMB 0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ 0001: wait 1000 ms 07F7: set_object $BOMB2 indestructible 1 0392: make_object $BOMB2 moveable 0 0400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.0 0400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.0 0400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.0 0400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.0 0400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 0 0AB0:   key_pressed 14 0396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ  0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 07F7: set_object $BOMB2 indestructible 0 0001: wait 0 ms 020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ2 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ3 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ4 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ6 0001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA 00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ 010D: set_player $PLAYER_CHAR wanted_level_to 4 0108: destroy_object $BOMB2 0396: pause_timer 10001: wait 1000 ms 018E: stop_sound 1028 0001: wait 2000 ms 014F: stop_timer $TIMER 0249: release_model 1210 04EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT" 0002: jump @BOMB_BRIEFCASE_19 

 

Umm please find my mistakes and tell me the solution if i got mistake..i am a new coder.

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Alter the time on these opcodes:

 

 

070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time 2666 // versionA

 

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The timer doesn't work well for me, or it's just because of my San Andreas version.CJ wasn't able to even start the animation before I changed the "if not actor driving" lines, here's how I changed it:(tell me how it works)

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE':BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0:   key_pressed 160AB0:   key_pressed 9 NOT Actor.Driving($PLAYER_ACTOR)004D: jump_if_false @BOMB_BRIEFCASE_19:BOMB_BRIEFCASE_740001: wait 0 ms04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT"0247: load_model 1210038B: load_requested_models0247: load_model #BULLET0247: load model #MINIGUN0001: wait 0 ms00D6: if and0248:   model #BULLET available0248:   model #MINIGUN available0248:   model 1210 available04EE:   animation "BOMBER" loaded04EE:   animation "COP_AMBIENT" loaded004D: jump_if_false @BOMB_BRIEFCASE_740107: $BOMB = create_object 1210 at 0.0 0.0 0.00382: set_object $BOMB collision_detection 00004: $TIMER = 10000014E: set_timer_to $TIMER type 1 // global_variable0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable0001: wait 0 ms0396: pause_timer 1070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -10605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time -1// versionA04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.10001: wait 1666 ms0108: destroy_object $BOMB0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ0001: wait 1000 ms07F7: set_object $BOMB2 indestructible 10392: make_object $BOMB2 moveable 00400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.00400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.00400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.00400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.00400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 00AB0:   key_pressed 140396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ  0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ07F7: set_object $BOMB2 indestructible 00001: wait 0 ms020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ0001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ20001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ30001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ40001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ60001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ010D: set_player $PLAYER_CHAR wanted_level_to 40108: destroy_object $BOMB20396: pause_timer 10001: wait 1000 ms018E: stop_sound 10280001: wait 2000 ms014F: stop_timer $TIMER0249: release_model 121004EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT"0002: jump @BOMB_BRIEFCASE_19 

 

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Midnight Special
The timer doesn't work well for me, or it's just because of my San Andreas version.CJ wasn't able to even start the animation before I changed the "if not actor driving" lines, here's how I changed it:(tell me how it works)

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE':BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0:   key_pressed 160AB0:   key_pressed 9 NOT Actor.Driving($PLAYER_ACTOR)004D: jump_if_false @BOMB_BRIEFCASE_19:BOMB_BRIEFCASE_740001: wait 0 ms04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT"0247: load_model 1210038B: load_requested_models0247: load_model #BULLET0247: load model #MINIGUN0001: wait 0 ms00D6: if and0248:   model #BULLET available0248:   model #MINIGUN available0248:   model 1210 available04EE:   animation "BOMBER" loaded04EE:   animation "COP_AMBIENT" loaded004D: jump_if_false @BOMB_BRIEFCASE_740107: $BOMB = create_object 1210 at 0.0 0.0 0.00382: set_object $BOMB collision_detection 00004: $TIMER = 10000014E: set_timer_to $TIMER type 1 // global_variable0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable0001: wait 0 ms0396: pause_timer 1070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -10605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time -1// versionA04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.10001: wait 1666 ms0108: destroy_object $BOMB0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ0001: wait 1000 ms07F7: set_object $BOMB2 indestructible 10392: make_object $BOMB2 moveable 00400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.00400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.00400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.00400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.00400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 00AB0:   key_pressed 140396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ  0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ07F7: set_object $BOMB2 indestructible 00001: wait 0 ms020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ0001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ20001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ30001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ40001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ60001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ010D: set_player $PLAYER_CHAR wanted_level_to 40108: destroy_object $BOMB20396: pause_timer 10001: wait 1000 ms018E: stop_sound 10280001: wait 2000 ms014F: stop_timer $TIMER0249: release_model 121004EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT"0002: jump @BOMB_BRIEFCASE_19 

 

You forgot the opcode of NOT Actor Driving

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:BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0:   key_pressed 160AB0:   key_pressed 9NOT Actor.Driving($PLAYER_ACTOR)

 

I didn't

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